#include "extern.h"
#include "flags.h"
#include "list.h"
+#include "level.h"
#include "sockhelp.h"
#include <cctype>
using std::ifstream;
using std::ofstream;
+using std::ios;
#if defined(HAVE_CRYPT_H)
#endif
-List<aClient> players;
-Monster *monsters[LEVELS][MONSTERS]; // Monsters per level. Total = MONSTERS * LEVELS
Monster boss; // The boss monster
+Level levels[LEVELS]; // The newest way to store monsters
Monster *masters[LEVELS]; // A master for each level
int strnicmp(const char *s1, const char *s2, size_t len);
// String Functions
-
/********** Password functions **********/
bool passcmp(char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
/********** GameServ Booleans **********/
+bool shuttingdown;
+bool timedOut(Player *p);
+void updateTS(Player *p);
+void timeOutEvent(Player *p);
+
bool is_playing(char *u); // True if the given nickname in the clients list is playing.
bool is_playing(aClient *user);
char *spaces(int len, char *seperator);
void refresh(Player *p);
void refreshall();
+void updateTS(Player *p);
void reset(Player *p);
void init_masters();
-void init_monsters();
bool load_monsters();
+bool load_levels();
void delete_monsters();
void delete_masters();
void do_admin(char *u);
void do_attack(char *u);
void do_bank(char *u);
+void do_check(char *u);
void do_fight(char *u);
void do_heal(char *u);
void do_help(char *u);
void do_list(char *u);
void do_logout(char *u);
void do_master(char *u);
+void do_dragon(char *u);
void do_play(char *u);
void do_quitg(char *u);
void do_reset(char *u);
"Chain Saw", "Poison Sword", "Flame Sword", "Earth Hammer",
"Light Saber", "Masamune", "Mystical Sword"};
-char *armors[WNA] = { "Nothing", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
+char *armors[WNA] = { "Birthday Suit", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
"Full Body Armor", "Magic Mail", "Graphite Suit", "Steel Suit",
"Force Field", "Armor of Light", "Mythril Vest", "DemiGod Armor",
"Hades' Cloak", "Dragon Scales", "Adamantium"};
int prices[WNA - 1] = {200, 1000, 3000, 10000, 30000, 100000, 150000, 200000, 400000,
1000000, 4000000, 10000000, 40000000, 100000000, 400000000};
-int webonus[WNA] = {1, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
-int arbonus[WNA] = {1, 2, 4, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
+int webonus[WNA] = {2, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
+int arbonus[WNA] = {2, 3, 5, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
int hpbonus[11] = {10, 15, 20, 30, 50, 75, 125, 185, 250, 350, 550};
int strbonus[11] = {5, 7, 10, 12, 20, 35, 50, 75, 110, 150, 200};
void gameserv(char *source, char *buf)
{
- char *cmd;
+ char *cmd, z;
cmd = strtok(buf, " ");
#ifndef P10
source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
#endif
- if (cmd[0] == ':')
+ z = cmd[0];
+ if (z == ':')
cmd++; // Get rid of that : at the beginning of the :text (command)
#ifdef DEBUGMODE
log("Source: %s Command: %s", source, cmd);
#endif
- struct tm *tm;
- time_t ti;
- time(&ti);
- tm = localtime(&ti);
-
- int curday = tm->tm_mday;
-
- if (curday != day)
- {
- refreshall();
- day = curday;
- save_day(); // here i come to save the day!
- }
-
if (strnicmp(cmd, "\1PING", 6) == 0)
{
char *ts;
ts = strtok(NULL, "\1");
notice(s_GameServ, source, "\1PING %s\1", ts);
} else if (stricmp(cmd, "\1VERSION\1") == 0) {
- notice(s_GameServ, source, "\1VERSION %s %s +devel\1", PACKAGE, VERSION);
+ notice(s_GameServ, source, "\1VERSION %s %s\1", PACKAGE, VERSION);
} else if (stricmp(cmd, "SEARCH") == 0) {
cmd = strtok(NULL, " ");
do_fight(source);
} else if (stricmp(cmd, "ATTACK") == 0) {
do_attack(source);
+ } else if (stricmp(cmd, "CHECK") == 0) {
+ do_check(source);
} else if (stricmp(cmd, "RUN") == 0) {
do_run(source);
} else if (stricmp(cmd, "USE") == 0) {
do_inventory(source);
} else if (stricmp(cmd, "MASTER") == 0) {
do_master(source);
+ } else if (stricmp(cmd, "DRAGON") == 0) {
+ do_dragon(source);
} else if (stricmp(cmd, "STORE") == 0) {
do_store(source);
} else if (stricmp(cmd, "BANK") == 0) {
do_list(source);
} else if (stricmp(cmd, "LOGOUT") == 0) {
do_logout(source);
- #ifdef DEBUGMODE
- } else if (stricmp(cmd, "PRINT") == 0) {
- cout << "Printing the clients list:" << endl;
- clients.print();
- cout << "\nPrinting the players list:" << endl;
- players.print();
- #endif
+ } else if (stricmp(cmd, "NEWS") == 0) {
+ do_news(source);
} else if (stricmp(cmd, "REGISTER") == 0) {
do_register(source);
} else if (stricmp(cmd, "IDENTIFY") == 0) {
#else
raw("SQUIT %s :leaving: %s used the Shutdown command.", servername, source);
#endif
+ shuttingdown = true;
}
} else if (stricmp(cmd, "SAVE") == 0) {
aClient *user;
char *rest = strtok(NULL, "");
raw("%s", rest);
}
+ } else if (stricmp(cmd, "PRINT") == 0) {
+ for (int x = 0; x < LEVELS; x++)
+ levels[x].monsters.print();
+ } else if (stricmp(cmd, "RANDOM") == 0) {
+ char *rstr = strtok(NULL, "");
+ range trange;
+ trange.setRange(rstr);
+ notice(s_GameServ, source, "Random number in that range: %d", trange.random());
#endif
} else {
- notice(s_GameServ, source, "Unknown command \002%s\002. Type /msg %S \002HELP\002 to get a list of commands.", cmd);
+ aClient *user;
+ if ((user = find(source)))
+ {
+ if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ }
+ else
+ {
+ notice(s_GameServ, source, "Unknown command \002%s\002. Type /msg %S \002HELP\002 to get a list of commands.", cmd);
+ }
+ }
}
- source--; // Bring the ':' back so we don't leak memory
- cmd--; // Same thing :)
+ #ifndef P10
+ source--; // Bring the ':' back so we don't leak memory
+ #endif
+ if (z == ':')
+ cmd--; // Same thing :)
}
int stricmp(const char *s1, const char *s2)
}
else if (ni->stats)
{
- notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name);
+ notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name.getString());
sprintf(buf, "Experience: %ld", ni->stats->exp);
space = spaces(strlen(buf), " ");
space = spaces(strlen(buf), " ");
notice(s_GameServ, sender->getNick(), "%s%sPlayer Fights: %d", buf, space, ni->stats->player_fights);
delete [] space;
+ Pouch *inv = &ni->stats->inventory;
+
+ notice(s_GameServ, u, "Potions");
+ sprintf(buf, "Healing: %d", inv->Healing());
+ space = spaces(strlen(buf), " ");
+ notice(s_GameServ, sender->getNick(), "%s%sHP: %d", buf,
+ space, inv->HP());
+ delete [] space;
+
+ sprintf(buf, "Strength: %d", inv->Strength());
+ space = spaces(strlen(buf), " ");
+ notice(s_GameServ, sender->getNick(), "%s%sDefense: %d", buf,
+ space, inv->Defense());
+ delete [] space;
}
else
{
- notice(s_GameServ, u, "%s is not playing!", ni->stats->name);
+ notice(s_GameServ, u, "%s is not playing!", ni->stats->name.getString());
}
delete [] buf;
}
if (fmt[0] == '\0')
return;
+ char *commanduse;
+ commanduse = new char[16];
+
+ #ifdef P10
+ if (isUsePrivmsg())
+ strcpy(commanduse, "P");
+ else
+ strcpy(commanduse, "O");
+ #else
+
+ if (isUsePrivmsg())
+ strcpy(commanduse, "PRIVMSG");
+ else
+ strcpy(commanduse, "NOTICE");
+ #endif
+
va_list args;
char *input;
const char *t = fmt;
dest++;
#if !defined(P10)
- sprintf(input, ":%s NOTICE %s :", source, dest);
+ sprintf(input, ":%s %s %s :", source, commanduse, dest);
#else
- sprintf(input, "%s O %s :", gsnum, dest);
+ sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
#endif
dest--;
else
{
#if !defined(P10)
- sprintf(input, ":%s NOTICE %s :", source, dest);
+ sprintf(input, ":%s %s %s :", source, commanduse, dest);
#else
- sprintf(input, "%s O %s :", gsnum, dest);
+ sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
#endif
}
#endif
sprintf(input, "%s%s", input, "\r\n");
sock_puts(sock, input);
+ delete [] commanduse;
delete [] input;
va_end(args);
}
}
#endif
+void do_check(char *u)
+{
+ int days, hours, minutes, seconds;
+ long complete;
+ complete = (lastrefresh + refreshperiod) - time(NULL);
+ days = complete / 86400;
+ hours = (complete % 86400) / 3600;
+ minutes = (complete % 86400) % 3600 / 60;
+ seconds = (complete % 86400) % 3600 % 60;
+
+ notice(s_GameServ, u, "Time left to next refresh: %dd %dh %dm %ds",
+ days, hours, minutes, seconds);
+}
+
void do_list(char *u)
{
+ aClient *user;
+ char *cmd = strtok(NULL, " ");
+
+ if (!(user = find(u)))
+ {
+ log("Fatal Error: Couldn't find %s in the client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s. Command LIST", user->getNick());
+ #endif
+ return;
+ }
+
ListNode<aClient> *temp;
- temp = players.First();
- if (!players.isEmpty())
+ bool header = false;
+
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ temp = players[x].First();
+ if (!players[x].isEmpty())
{
- notice(s_GameServ, u, "People Playing:");
while(temp)
{
- #ifdef P10
- notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getRealNick(),
- temp->getData()->stats->name);
- #else
- notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
- temp->getData()->stats->name);
- #endif
+ if (cmd || is_playing(temp->getData()))
+ {
+ if (!header)
+ {
+ notice(s_GameServ, u, "Players:");
+ header = true;
+ }
+ #ifdef P10
+ notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getRealNick(),
+ temp->getData()->stats->name.getString());
+ #else
+ notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
+ temp->getData()->stats->name.getString());
+ #endif
+ }
temp = temp->Next();
}
- notice(s_GameServ, u, "End of List");
}
- else
+ }
+ if (!header)
notice(s_GameServ, u, "No one is playing");
+ else
+ notice(s_GameServ, u, "End of List");
+
}
void do_logout(char *u)
{
aClient *user;
+ char *name = strtok(NULL, " ");
+
if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal error. Cannot find aClient. "\
"Buf: %s LOGOUT", u);
log("Could not find aClient Buf: %s LOGOUT",
u);
+ return;
}
- else if (!is_playing(user))
+ else if (isIgnore(user))
{
- notice(s_GameServ, u, "You're not logged in!");
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
}
- else
+
+ if (name)
{
- notice(s_GameServ, u, "You have left the fields. You have lived to kill another day!");
- logout(user);
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a %S admin to use this command!");
+ }
+ else if (!(user = findplayer(name)))
+ {
+ notice(s_GameServ, u, "Couldn't find a player named %s", name);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Logging out %s", user->stats->name.getString());
+ logout(user);
+ }
+ }
+ else if (!name)
+ {
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not logged in!");
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You can't logout while fighting!");
+ }
+ else
+ {
+ notice(s_GameServ, u, "You have left the fields. You have lived to kill another day!");
+ logout(user);
+ }
}
}
+
void logout(aClient *user)
{
if (is_playing(user))
{
ListNode<aClient> *it;
aClient *temp;
- it = players.Find(user);
+ unsigned long hv = iHASH((unsigned char *) user->stats->name.getString());
+ it = players[hv].Find(user);
+
if (!it)
{
notice(s_GameServ, user->getNick(), "Fatal error. Contact "\
temp = new aClient;
temp->stats = new Player;
temp->stats->setData(user->stats);
- user->stats->user = NULL;
+ user->stats->client = NULL;
+
+ if (player_fight(user))
+ user->stats->battle->stats->battle = NULL;
+
delete user->stats;
user->stats = NULL;
- temp->stats->user = NULL;
+ temp->stats->client = NULL;
#ifdef P10
- temp->setRealNick("!NULL!");
+ temp->setRealNick("Not Playing");
#endif
- temp->setNick("!NULL!");
+ temp->setNick("Not Playing");
it->setNewPtr(temp);
#ifdef DEBUGMODE
);
#endif
}
+ clearPlaying(user);
}
+
void do_register(char *u)
{
char *password, *name;
- aClient *user, *p;
+ aClient *user;
name = strtok(NULL, " ");
password = strtok(NULL, " ");
notice(s_GameServ, u, "%s is already registered!", name);
notice(s_GameServ, u, "Choose another name!");
}
- else if ((user = find(u)))
+ else if (!(user = find(u)))
+ {
+ log("Fatal Error: Couldn't find %s in the clients list", u);
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else
{
- p = findplayer(u);
- if (!user->stats && !p)
+ if (!is_playing(user))
{
+ ListNode<aClient> *temp;
user->stats = new Player(user);
- user->stats->user = user; // Set the backwards pointer
- strcpy(user->stats->password, crypt(password, salt));
- strcpy(user->stats->name, name);
- players.insertAtBack(user);
- notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->name, password);
+ user->stats->client = user; // Set the backwards pointer
+ user->stats->reset(); // set the user up
+ user->stats->password = crypt(password, salt);
+ user->stats->name = name;
+
+ unsigned long hv = iHASH((unsigned char *) name);
+ updateTS(user->stats);
+ temp = players[hv].insertAtBack_RLN(user);
+ temp->setPtr(user); // This is an extra step, but necessary for now
+
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
+
+ notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->name.getString(), password);
notice(s_GameServ, u, "Write this password down. If you lose it, there is no way to retrieve it!");
- log("Nickname %s registered player %s.", u, user->stats->name);
+ log("Nickname %s registered player %s.", u, user->stats->name.getString());
+ setPlaying(user); // set the playing flag
}
else
{
aClient *user, *p;
name = strtok(NULL, " ");
password = strtok(NULL, " ");
- user = find(u);
if (!password || !name)
{
notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
}
- else if (!user)
+ else if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
log("Error: aClient not found: %s", u);
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!(p = findplayer(name)) || !p->stats)
notice(s_GameServ, u, "Player %s not found", name);
else if (is_playing(user))
{
notice(s_GameServ, u, "You are already playing!");
}
- else if (p->stats->user != NULL && !isAdmin(user))
+ else if (p->stats->client != NULL && !isAdmin(user))
{
notice(s_GameServ, u, "That player has already identified.");
}
}
else {
ListNode<aClient> *temp;
- temp = players.Find(p);
+ unsigned long hv = iHASH((unsigned char *) p->stats->name.getString());
+ temp = players[hv].Find(p);
if (!temp)
{
notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
strtok(NULL, ""));
return;
}
- user->stats = new Player(p->stats->name);
+ user->stats = new Player(p->stats->name.getString());
#ifdef DEBUGMODE
log("Setting data for identified");
#endif
user->stats->setData(p->stats);
+ user->stats->client = user;
+ updateTS(user->stats);
+
#ifdef DEBUGMODE
- log("Player Identified");
+ log("Player %s IRC: %s Identified", user->stats->name.getString(),
+ user->getNick());
#endif
+ setPlaying(user); // set the playing flag
+
temp->setPtr(user);
- notice(s_GameServ, u, "Password Accepted. Identified.");
+
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
+
+ notice(s_GameServ, u, "Password Accepted. Identified.");
+ showNews(u, todaysnews);
}
}
nick = strtok(NULL, " ");
- if (!nick)
+ if (!(user = find(u)))
{
- if (!(user = find(u)))
- {
- notice(s_GameServ, u, "Fatal Error in do_stats(). Contact a %S admin for help!");
- log("Error: aClient not found: %s", u);
- return;
- }
- else if (!is_playing(user))
+ log("Fatal Error: %s not found in client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!nick)
+ {
+ if (!is_playing(user))
{
notice(s_GameServ, u, "You're not playing, so you have no stats!");
return;
}
else
- showstats(u, user->stats->name);
+ {
+ updateTS(user->stats);
+ showstats(u, user->stats->name.getString());
+ }
}
else
showstats(u, nick);
}
+
void init_masters()
{
#ifdef DEBUGMODE
for (int x = 0; x < LEVELS; x++)
masters[x] = new Monster;
- strcpy(masters[0]->name, "Old Bones");
- strcpy(masters[0]->weapon, "Dull Sword Cane");
- masters[0]->strength = 15;
+ masters[0]->name = "Old Bones";
+ masters[0]->weapon = "Dull Sword Cane";
+ masters[0]->strength = 32;
masters[0]->gold = 0;
masters[0]->exp = 0;
- masters[0]->maxhp = 30;
- masters[0]->hp = 30;
- strcpy(masters[0]->death, "You have done well my student, but the road is long. Use your new strength with humility and honor as you progress in levels!");
+ masters[0]->maxhp = 35;
+ masters[0]->hp = 35;
+ masters[0]->death = "You have done well my student, but the road is long. Use your new strength with humility and honor as you progress in levels!";
- strcpy(masters[1]->name, "Master Chang");
- strcpy(masters[1]->weapon, "Nanchaku");
- masters[1]->strength = 30;
+ masters[1]->name = "Master Chang";
+ masters[1]->weapon = "Nanchaku";
+ masters[1]->strength = 48;
masters[1]->gold = 0;
masters[1]->exp = 0;
- masters[1]->maxhp = 40;
- masters[1]->hp = 40;
- strcpy(masters[1]->death, "You try to make out what Master Chang is saying, but the only thing you catch is something about a grasshopper.");
+ masters[1]->maxhp = 51;
+ masters[1]->hp = 51;
+ masters[1]->death = "You try to make out what Master Chang is saying, but the only thing you catch is something about a grasshopper.";
- strcpy(masters[2]->name, "Chuck Norris");
- strcpy(masters[2]->weapon, "Ranger Kick");
- masters[2]->strength = 85;
+ masters[2]->name = "Chuck Norris";
+ masters[2]->weapon = "Ranger Kick";
+ masters[2]->strength = 88;
masters[2]->gold = 0;
masters[2]->exp = 0;
- masters[2]->maxhp = 70;
- masters[2]->hp = 70;
- strcpy(masters[2]->death, "Be strong, and keep your goals in site. Drink milk, and don't do drugs. One day you may be fighting next to me as a Texas Ranger YEEHAW!");
+ masters[2]->maxhp = 100;
+ masters[2]->hp = 100;
+ masters[2]->death = "Be strong, and keep your goals in site. Drink milk, and don't do drugs. One day you may be fighting next to me as a Texas Ranger YEEHAW!";
- strcpy(masters[3]->name, "Mr. Miagi");
- strcpy(masters[3]->weapon, "Petrified Bonsai");
- masters[3]->strength = 120;
+ masters[3]->name = "Mr. Miagi";
+ masters[3]->weapon = "Petrified Bonsai";
+ masters[3]->strength = 169;
masters[3]->gold = 0;
masters[3]->exp = 0;
- masters[3]->maxhp = 120;
- masters[3]->hp = 120;
- strcpy(masters[3]->death, "Skill comes from repeating the correct but seemingly mundane actions. Wax ON, wax OFF!");
+ masters[3]->maxhp = 165;
+ masters[3]->hp = 165;
+ masters[3]->death = "Skill comes from repeating the correct but seemingly mundane actions. Wax ON, wax OFF!";
- strcpy(masters[4]->name, "Jackie Chan");
- strcpy(masters[4]->weapon, "Kung Fu Kick");
- masters[4]->strength = 135;
+ masters[4]->name = "Jackie Chan";
+ masters[4]->weapon = "Kung Fu Kick";
+ masters[4]->strength = 275;
masters[4]->gold = 0;
masters[4]->exp = 0;
- masters[4]->maxhp = 200;
- masters[4]->hp = 200;
- strcpy(masters[4]->death, "I like to let people talk who like to talk... it's easier to find out how full of it they really are!");
+ masters[4]->maxhp = 232;
+ masters[4]->hp = 232;
+ masters[4]->death = "I like to let people talk who like to talk... it's easier to find out how full of it they really are!";
- strcpy(masters[5]->name, "Jet Li");
- strcpy(masters[5]->weapon, "Motorcycle");
- masters[5]->strength = 160;
+ masters[5]->name = "Jet Li";
+ masters[5]->weapon = "Motorcycle";
+ masters[5]->strength = 347;
masters[5]->gold = 0;
masters[5]->exp = 0;
- masters[5]->maxhp = 400;
- masters[5]->hp = 400;
- strcpy(masters[5]->death, "Failure is a fuel for excuses. It's the doing the do, that makes the making.");
+ masters[5]->maxhp = 504;
+ masters[5]->hp = 504;
+ masters[5]->death = "Failure is a fuel for excuses. It's the doing the do, that makes the making.";
- strcpy(masters[6]->name, "Muhammad Ali");
- strcpy(masters[6]->weapon, "Quick Jab");
- masters[6]->strength = 185;
+ masters[6]->name = "Muhammad Ali";
+ masters[6]->weapon = "Quick Jab";
+ masters[6]->strength = 515;
masters[6]->gold = 0;
masters[6]->exp = 0;
- masters[6]->maxhp = 600;
- masters[6]->hp = 600;
- strcpy(masters[6]->death, "It's just a job. Grass grows, birds fly, waves pound the sand. I beat people up.");
+ masters[6]->maxhp = 1078;
+ masters[6]->hp = 1078;
+ masters[6]->death = "It's just a job. Grass grows, birds fly, waves pound the sand. I beat people up.";
- strcpy(masters[7]->name, "Li Mu Bai");
- strcpy(masters[7]->weapon, "Green Destiny");
- masters[7]->strength = 210;
+ masters[7]->name = "Li Mu Bai";
+ masters[7]->weapon = "Green Destiny";
+ masters[7]->strength = 655;
masters[7]->gold = 0;
masters[7]->exp = 0;
- masters[7]->maxhp = 800;
- masters[7]->hp = 800;
- strcpy(masters[7]->death, "No growth without resistance. No action without reaction. No desire without restraint.");
+ masters[7]->maxhp = 2207;
+ masters[7]->hp = 2207;
+ masters[7]->death = "No growth without resistance. No action without reaction. No desire without restraint.";
- strcpy(masters[8]->name, "Jimmy Wang Yu");
- strcpy(masters[8]->weapon, "Flying Guillotine");
- masters[8]->strength = 275;
+ masters[8]->name = "Jimmy Wang Yu";
+ masters[8]->weapon = "Flying Guillotine";
+ masters[8]->strength = 819;
masters[8]->gold = 0;
masters[8]->exp = 0;
- masters[8]->maxhp = 1200;
- masters[8]->hp = 1200;
- strcpy(masters[8]->death, "You have beaten the one armed boxer. Proceed with caution!");
+ masters[8]->maxhp = 2780;
+ masters[8]->hp = 2780;
+ masters[8]->death = "You have beaten the one armed boxer. Proceed with caution!";
- strcpy(masters[9]->name, "Wong Fei Hung");
- strcpy(masters[9]->weapon, "Drunken Boxing");
- masters[9]->strength = 360;
+ masters[9]->name = "Wong Fei Hong";
+ masters[9]->weapon = "Drunken Boxing";
+ masters[9]->strength = 1014;
masters[9]->gold = 0;
masters[9]->exp = 0;
- masters[9]->maxhp = 1800;
- masters[9]->hp = 1800;
- strcpy(masters[9]->death, "Hiccup! Monkey drinks master's wine!");
+ masters[9]->maxhp = 3046;
+ masters[9]->hp = 3046;
+ masters[9]->death = "Hiccup! Monkey drinks master's wine!";
- strcpy(masters[10]->name, "Bruce Lee");
- strcpy(masters[10]->weapon, "Fists of fury");
- masters[10]->strength = 575;
+ masters[10]->name = "Bruce Lee";
+ masters[10]->weapon = "Fists of fury";
+ masters[10]->strength = 1286;
masters[10]->gold = 0;
masters[10]->exp = 0;
- masters[10]->maxhp = 2500;
- masters[10]->hp = 2500;
- strcpy(masters[10]->death, "You must learn to concentrate. It is like a finger pointing away to the moon... DONT concentrate on the finger, or you will miss all the heavenly glory.");
-}
-
-void init_monsters()
-{
- #ifdef DEBUGMODE
- log("Calling delete_monsters");
- #endif
-
- delete_monsters();
-
- for (int x = 0; x < LEVELS; x++)
- for (int y = 0; y < MONSTERS; y++)
- monsters[x][y] = new Monster();
+ masters[10]->maxhp = 3988;
+ masters[10]->hp = 3988;
+ masters[10]->death = "You must learn to concentrate. It is like a finger pointing away to the moon... DONT concentrate on the finger, or you will miss all the heavenly glory.";
}
void delete_monsters()
{
for (int x = 0; x < LEVELS; x++)
- for (int y = 0; y < MONSTERS; y++)
- if (monsters[x][y])
- delete monsters[x][y];
+ levels[x].monsters.deleteNodes();
}
void delete_masters()
Player *ni = user->stats;
notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", ni->fight->name, ni->fight->hp);
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", ni->fight->name.getString(), ni->fight->hp);
notice(s_GameServ, u, "Here are your commands:");
notice(s_GameServ, u, "/msg %S attack");
notice(s_GameServ, u, "/msg %S run");
void display_players(char *u)
{
- if (is_playing(u))
+ aClient *user;
+ if (!(user = find(u)))
{
- aClient *ni = find(u);
-
- aClient *battle = ni->stats->battle;
-
- notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->stats->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name,
- battle->stats->hp);
- notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %S attack");
- notice(s_GameServ, u, "/msg %S run");
- notice(s_GameServ, u, "What will you do?");
+ log("Fatal error in display_players(): Couldn't find %s", u);
}
+ else
+ display_players(user);
}
+
void display_players(aClient *user)
{
char *u = user->getNick();
{
aClient *battle = user->stats->battle;
notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", user->stats->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name, battle->stats->hp);
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name.getString(), battle->stats->hp);
notice(s_GameServ, u, "Here are your commands:");
notice(s_GameServ, u, "/msg %S attack");
notice(s_GameServ, u, "/msg %S run");
{
aClient *user;
if (!(user = find(u)))
- {
return false;
- }
else
- {
- return user->stats != NULL;
- }
+ return is_playing(user);
}
bool is_playing(aClient *user)
{
- return user->stats != NULL && (stricmp(user->getNick(), "!NULL!") != 0);
+ if (user->stats == NULL)
+ {
+ return false;
+ }
+ else if (user->stats->client == NULL)
+ {
+ return false;
+ }
+ else if (!FL_is_playing(user))
+ {
+ return false;
+ }
+ else
+ return true;
}
bool is_fighting(char *u)
aClient *user;
if (!(user = find(u)))
- {
return false;
- }
- else if (user->stats)
- {
- return user->stats->fight != NULL || user->stats->battle != NULL
- || user->stats->master != NULL;
- }
else
- return false;
+ return is_fighting(user);
}
+
bool is_fighting(aClient *user)
{
if (!is_playing(user))
return false;
else
- return (user->stats->fight != NULL || user->stats->battle != NULL || user->stats->master != NULL);
+ return player_fight(user) || master_fight(user) || user->stats->fight != NULL;
}
bool player_fight(char *u)
if (!(user = find(u)))
return false;
- else if (user->stats)
- return user->stats->battle != NULL;
- else
- return false;
+ else
+ return player_fight(user);
}
+
bool player_fight(aClient *user)
{
- if (!is_fighting(user))
+ if (!is_playing(user))
return false;
- else
- return user->stats->battle != NULL;
+ else if (user->stats->battle != NULL)
+ {
+ return user->stats->battle->stats != NULL;
+ }
+ return false;
}
bool master_fight(char *u)
if (!(user = find(u)))
return false;
- else if (user->stats)
- return user->stats->master != NULL;
else
- return false;
+ return master_fight(user);
}
+
bool master_fight(aClient *user)
{
if (!is_playing(user))
if (!nick)
{
notice(s_GameServ, u, "SYNTAX: /msg %S FIGHT PLAYER");
+ return;
}
else if (!(ni = find(u)))
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (isIgnore(ni))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+ #endif
+ return;
}
else if (!is_playing(ni))
{
notice(s_GameServ, u, "You are not playing!");
+ return;
+ }
+
+ updateTS(ni->stats);
+
+ if (ni->stats->player_fights <= 0)
+ {
+ ni->stats->player_fights = 0; // just to be safe
+ notice(s_GameServ, u, "You are out of player fights for the "\
+ "day. You have to wait until tomorrow!");
}
else if (!(battle = findplayer(nick)))
{
notice(s_GameServ, u, "Player %s not found!", nick);
}
+ else if (!isAlive(ni->stats))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ }
else if (!is_playing(battle))
{
notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
}
-/*
- * Offline fighting not implemented yet.
- * else if (!(fight = finduser(nick)))
- * {
- * ni->stats->battle = battle;
- * battle->battle = ni;
- * ni->yourturn = 1;
- * battle->yourturn = 0;
- * notice(s_GameServ, u, "You decide to fight %s while they're not online!",
- * battle->stats->name);
- * display_players(u);
- * }
- */
- else if (!isAlive(ni->stats))
+
+/* offline fighting not available yet
+ else if (!(fight = finduser(nick)))
{
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ ni->stats->battle = battle;
+ battle->battle = ni;
+ setYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
+
+ notice(s_GameServ, u, "You decide to fight %s while they're "\
+ "not in the realm!",
+ battle->stats->name.getString());
+ display_players(u);
}
- else if (stricmp(ni->stats->name, battle->stats->name) == 0)
+*/
+ else if (stricmp(ni->stats->name.getString(), battle->stats->name.getString()) == 0)
{
notice(s_GameServ, u, "Are you trying to commit suicide!?");
}
}
else if (player_fight(battle))
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name.getString(),
+ battle->stats->battle->stats->name.getString());
+ }
+ else if (master_fight(battle))
+ {
+ notice(s_GameServ, u, "%s is fighting their master!", battle->stats->name.getString());
}
else if (is_fighting(battle))
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name.getString(),
+ battle->stats->fight->name.getString());
}
else if (ni->stats->level - battle->stats->level > maxbfightdistance)
{
// You can't fight someone below you by more than X level(s)
// level 12 can fight level (12 - X) but not < (12 - X)
notice(s_GameServ, u, "You may not fight %s. You're too strong!",
- battle->stats->level);
+ battle->stats->name.getString());
}
else if (battle->stats->level - ni->stats->level > maxafightdistance)
{
// You can't fight someone above you by more than X level(S)
// level 1 can fight level (1 + X), but not > (1 + X)
notice(s_GameServ, u, "%s, do you really have a death wish? Try the forest you "\
- "weakling!", ni->stats->name);
+ "weakling!", ni->stats->name.getString());
}
else
{
ni->stats->battle = battle;
// Set the other player's battle pointer to you
- battle->stats->battle = ni;
+ ni->stats->battle->stats->battle = ni;
// The initiator gets the first move (perhaps this should be 50/50)
setYourTurn(ni->stats);
// Initiate Battle sequence!
ni->stats->player_fights -= 1;
- notice(s_GameServ, u, "You challenge %s to an online duel!", battle->stats->name);
- notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", ni->stats->name);
+ notice(s_GameServ, u, "You challenge %s to an online duel!", battle->stats->name.getString());
+ notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!",
+ ni->stats->name.getString());
notice(s_GameServ, battle->getNick(), "%s gets to go first "\
- "because they initiated!", ni->stats->name);
- notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", ni->stats->name);
- display_players(u);
+ "because they initiated!", ni->stats->name.getString());
+ notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.",
+ ni->stats->name.getString());
+ display_players(ni);
}
}
+
void do_use(char *u)
{
aClient *user;
notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to use items!");
return;
}
+ updateTS(user->stats);
+
p = &user->stats->inventory;
- if (stricmp(item, "HEALTH") == 0)
+ if (stricmp(item, "HEALING") == 0)
{
if (p->Healing() <= 0)
{
- notice(s_GameServ, u, "You are out of Health Potions!");
+ notice(s_GameServ, u, "You are out of Healing Potions!");
return;
}
- int oldhealth = user->stats->hp;
+ int oldhealing = user->stats->hp;
+ user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
+ if (user->stats->hp - user->stats->maxhp >= 100)
+ {
+ user->stats->hp = user->stats->maxhp + 100;
+
+ if (oldhealing >= (user->stats->maxhp + 100))
+ {
+ notice(s_GameServ, u, "You cannot hold anymore HP!");
+ return;
+ }
+ }
+
notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
- user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
- notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealth);
+ notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealing);
p->decHealing();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a healing potion!");
+ }
}
else if (stricmp(item, "STRENGTH") == 0)
{
int oldstrength = user->stats->strength;
notice(s_GameServ, u, "As you grip the flask containing pure power, you feel adrenaline coarse through your veins!");
notice(s_GameServ, u, "In one swallow you drink the potion and feel your muscle fibers bulging andgrowing!");
- user->stats->strength += 1 + rand() % 2; // 1 - 2 Strength Added
+ user->stats->strength += 1 + (rand() % 10 >= 8 ? 1 : 0); // 1-2
notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
p->decStrength();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a strength potion!");
+ }
}
else if (stricmp(item, "DEFENSE") == 0)
{
int olddefense = user->stats->defense;
notice(s_GameServ, u, "You drink the foul tasting viscous liquid while pinching your nose in disgust.");
notice(s_GameServ, u, "It tasted bad, but you feel like you are unbeatable!");
- user->stats->defense += 1 + rand() % 2; // 1 - 2 Defense Added
+ user->stats->defense += 1 + (rand() % 10 >= 8 ? 1 : 0); // 1-2
notice(s_GameServ, u, "You gain %d Defense points!", user->stats->defense - olddefense);
p->decDefense();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a defense potion!");
+ }
}
else if (stricmp(item, "HP") == 0)
{
}
int oldHP = user->stats->maxhp;
notice(s_GameServ, u, "You feel your life growing longer as you drink the green glowing liquid.");
- user->stats->maxhp += 1 + rand() % 5; // 1 - 5 Maxhp
+ user->stats->maxhp += 2 +
+ (rand() % 100 > 70 ? (rand() % 7) : (rand() % 2) );
+
notice(s_GameServ, u, "You gain %d Maximum hit points!", user->stats->maxhp - oldHP);
p->decHP();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a HP potion!");
+ }
}
else
{
- notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALTH | STRENGTH | DEFENSE}");
+ notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALING | STRENGTH | DEFENSE | HP}");
return;
}
notice(s_GameServ, u, "Couldn't find you. Error. Contact a %S admin");
return;
}
-
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to run!");
return;
}
+ updateTS(user->stats);
p = user->stats;
if (p->battle)
notice(s_GameServ, u, "You run in place... try fighting next time.");
else if (!player_fight(user) && !master_fight(user))
{
- notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name);
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name.getString());
delete p->fight;
p->fight = NULL;
}
else if (player_fight(user) && isYourTurn(p))
{
- notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name);
- notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->name);
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name.getString());
+ notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!",
+ p->name.getString());
p2->battle = NULL;
}
else if (player_fight(user) && !isYourTurn(p))
{
- notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->name);
+ notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.",
+ p2->name.getString());
}
else if (master_fight(user))
{
- notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name);
+ notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name.getString());
}
p->battle = NULL;
}
if (mhit > 0)
{
notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
- fight->name, fight->weapon, mhit);
+ fight->name.getString(), fight->weapon.getString(), mhit);
}
else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name);
+ notice(s_GameServ, u, "%s completely misses you!", fight->name.getString());
if (mhit >= user->stats->hp)
{
if (!master_fight(user))
{
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
+ notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name.getString());
notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
"of your experience!");
user->stats->gold = 0;
user->stats->exp -= (long int)(user->stats->exp * .10);
+ user->stats->hp = 0;
user->stats->fight = NULL;
clearAlive(user->stats);
goto endturn;
else
{
notice(s_GameServ, u, "%s has bested you! You will have to wait "\
- "until tomorrow to try again", user->stats->master->name);
+ "until tomorrow to try again", user->stats->master->name.getString());
user->stats->fight = NULL;
user->stats->master = NULL;
goto endturn;
notice(s_GameServ, u, "Fatal error in do_attack. Contact a(n) %S admin for help.");
return;
}
+ else if (isIgnore(ni))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(ni))
{
notice(s_GameServ, u, "You're not playing!");
// One has to be !NULL based on the previous else if
// We wouldn't be here if they were all NULL
}
+ updateTS(ni->stats);
if (!player_fight(ni))
{
if (!player_fight(ni))
{
if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name, hit);
+ notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name.getString(), hit);
else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", fight->name);
+ notice(s_GameServ, u, "You miss \1f%s\1f completely!", fight->name.getString());
if (hit >= fight->hp)
{
if (master_fight(ni))
- notice(s_GameServ, u, "You have bested %s!", fight->name);
+ {
+ notice(s_GameServ, u, "You have bested %s!", fight->name.getString());
+ addNews(todaysnews, "%s has bested %s and moved "\
+ "to level %d", ni->stats->name.getString(), fight->name.getString(),
+ (ni->stats->level + 1));
+ }
else
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name);
+ notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name.getString());
- notice(s_GameServ, u, "%s", fight->death);
+ notice(s_GameServ, u, "%s", fight->death.getString());
notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%d\ 2 gold!",
fight->exp, fight->gold);
// then set your exp to 2bil. (2 billion max)... otherwise add them.
// This could be a problem with overflowing out of the sign bit.
// Unsigned long int maybe? Leave it for now.
- ni->stats->exp = ( (ni->stats->exp + fight->exp) > 2000000000 ? 2000000000 :
- ni->stats->exp + fight->exp);
-
- ni->stats->gold = (ni->stats->gold + fight->gold > 2000000000 ? 2000000000 :
- ni->stats->gold + fight->gold);
+ ni->stats->exp += fight->exp;
+ if (ni->stats->exp < 0 || ni->stats->exp > 2000000000)
+ ni->stats->exp = 2000000000;
+ ni->stats->gold += fight->gold;
+ if (ni->stats->gold < 0 || ni->stats->gold > 2000000000)
+ ni->stats->gold = 2000000000;
if (master_fight(ni))
{
strbonus[ni->stats->level - 1], defbonus[ni->stats->level - 1]);
// Increase your level
- ni->stats->level++;
// Increase your maximum hit points
ni->stats->maxhp += hpbonus[ni->stats->level - 1];
// Add to your defensive power
ni->stats->defense += defbonus[ni->stats->level - 1];
+ ni->stats->level++;
+
// Clear the pointer for your master
ni->stats->master = NULL;
}
if (mhit > 0)
{
notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
- fight->name, fight->weapon, mhit);
+ fight->name.getString(), fight->weapon.getString(), mhit);
}
else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name);
+ notice(s_GameServ, u, "%s completely misses you!", fight->name.getString());
if (mhit >= ni->stats->hp)
{
if (!master_fight(ni))
{
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
+ notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name.getString());
notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
"of your experience!");
+ addNews(todaysnews, "%s has been killed by %s!",
+ ni->stats->name.getString(), fight->name.getString());
ni->stats->gold = 0;
ni->stats->exp -= (long int)(ni->stats->exp * .10);
+ ni->stats->hp = 0;
ni->stats->fight = NULL;
clearAlive(ni->stats);
return;
else
{
notice(s_GameServ, u, "%s has bested you! You will have to wait "\
- "until tomorrow to try again", ni->stats->master->name);
+ "until tomorrow to try again", ni->stats->master->name.getString());
+ addNews(todaysnews, "%s tried to best %s and failed!",
+ ni->stats->name.getString(), fight->name.getString());
ni->stats->fight = NULL;
ni->stats->master = NULL;
return;
if (!isYourTurn(ni->stats))
{
notice(s_GameServ, u, "Please wait until %s decides what to do!",
- battle->stats->name);
+ battle->stats->name.getString());
return;
}
if (hit > 0)
{
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->stats->name, hit);
+ notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->stats->name.getString(), hit);
notice(s_GameServ, battle->getNick(), "%s has hit you with their %s for "\
- "\ 2%d\ 2 damage!", ni->stats->name,
+ "\ 2%d\ 2 damage!", ni->stats->name.getString(),
weapons[ni->stats->weapon], hit);
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- display_players(battle->getNick());
}
else
{
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->stats->name);
- notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name);
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- display_players(battle->getNick());
+ notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->stats->name.getString());
+ notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name.getString());
}
+
if (hit >= battle->stats->hp)
{
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name);
+ notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name.getString());
notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
(long int)(battle->stats->exp * .10), battle->stats->gold);
notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!",
- ni->stats->name);
+ ni->stats->name.getString());
battle->stats->hp = 0;
clearAlive(battle->stats);
- if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
- {
- ni->stats->exp += (long int)(battle->stats->exp * .10);
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- }
- else
- {
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
+ ni->stats->exp += (long int)(battle->stats->exp * .10);
+ battle->stats->exp -= (long int)(battle->stats->exp * .10);
+
+ if (ni->stats->exp < 0 || ni->stats->exp > 2000000000)
ni->stats->exp = 2000000000;
- }
if (2000000000 - ni->stats->gold > battle->stats->gold)
{
notice(s_GameServ, battle->getNick(), "You lose ten percent of your experience!");
notice(s_GameServ, battle->getNick(), "However, %s could not carry all of your "\
- "gold.", ni->stats->name);
+ "gold.", ni->stats->name.getString());
notice(s_GameServ, battle->getNick(), "Luckily, you still have \ 2%ld\ 2 gold "\
"left. All is not lost!", battle->stats->gold);
ni->stats->gold = 2000000000;
}
+
+ clearYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
battle->stats->battle = NULL;
ni->stats->battle = NULL;
return;
battle->stats->hp -= hit;
clearYourTurn(ni->stats);
setYourTurn(battle->stats);
+ display_players(battle);
notice(s_GameServ, u, "Please wait while %s decides what to do!",
- battle->stats->name);
-
+ battle->stats->name.getString());
return;
}
}
if (!amount)
{
notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
+ return;
}
else if (!(ni = find(u)))
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
+ else if (isIgnore(ni))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(ni))
{
notice(s_GameServ, u, "You aren't playing!");
else if (is_fighting(ni))
{
notice(s_GameServ, u, "You can't heal in battle!");
+ return;
}
else if (ni->stats->hp >= ni->stats->maxhp)
{
notice(s_GameServ, u, "You don't need healing!");
+ return;
}
- else if (stricmp(amount, "ALL") == 0)
+
+ updateTS(ni->stats);
+ if (stricmp(amount, "ALL") == 0)
{
price = ni->stats->level * 3;
if (ni->stats->gold < (ni->stats->maxhp - ni->stats->hp) * price)
int save_gs_dbase()
{
- ListNode<aClient> *ptr = players.First();
+ ListNode<aClient> *ptr;
Player *it;
ofstream outfile;
return 0;
}
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ ptr = players[x].First();
while(ptr)
{
it = ptr->getData()->stats;
- outfile << it->name << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
- << it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
- << it->armor << ' ' << it->weapon << ' '
+ clearYourTurn(it);
+ outfile << it->name.getString() << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' '
+ << it->bank << ' ' << it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense
+ << ' ' << it->armor << ' ' << it->weapon << ' '
<< it->forest_fights << ' ' << it->player_fights << ' '
- << it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
- << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
+ << it->getFlags() << ' ' << it->password.getString() << ' ' << it->inventory.Healing()
+ << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP()
+ << ' ' << it->lastlogin << endl;
ptr = ptr->Next();
}
+ }
outfile.close();
return 1;
}
return 0;
}
+ for (int x = 0; x < U_TABLE_SIZE; x++)
+ {
+ ListNode<aClient> *tempNode;
+ tempNode = players[x].First();
+ while (tempNode)
+ {
+ if (tempNode->getData()->stats->client)
+ logout(tempNode->getData()->stats->client);
+ tempNode = tempNode->Next();
+ }
+ players[x].deleteNodes();
+ }
+
while (infile.getline(buf, 1024, '\n'))
{
temp = new aClient;
p->setFlags(stringtoint(strtok(NULL, " ")));
password = strtok(NULL, " ");
- strcpy(p->password, password);
- temp->setNick("!NULL!");
+ p->password = password;
+
+ temp->setNick("Not Playing");
#ifdef P10
- temp->setRealNick("!NULL!");
+ temp->setRealNick("Not Playing");
#endif
p->inventory.reset(); // Set inventory to all 0s
tempname = strtok(NULL, " ");
if (tempname)
p->inventory.setHP(stringtoint(tempname));
- temp->stats->user = NULL;
- players.insertAtBack(temp);
+
+ tempname = strtok(NULL, " ");
+ if (tempname)
+ p->lastlogin = stringtoint(tempname);
+ else
+ p->lastlogin = time(NULL);
+
+ unsigned long hv = iHASH((unsigned char *) temp->stats->name.getString());
+
+ temp->stats->client = NULL;
+ players[hv].insertAtBack(temp);
delete temp;
}
delete [] buf;
return false;
else
{
- return passcmp(client->stats->password, plaintext);
+ return passcmp(client->stats->password.getString(), plaintext);
}
}
notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ return;
}
- else if (!(user = find(u)) || !is_playing(user))
+ else if (!(user = find(u)))
+ {
+ log("Fatal Error: could not find %s in client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!is_playing(user))
+ {
notice(s_GameServ, u, "You must be playing to use the store!");
+ return;
+ }
else if (!isAlive(user->stats))
{
notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
return;
}
- else if (stricmp(cmd, "LIST") == 0)
+ updateTS(user->stats);
+
+ if (stricmp(cmd, "LIST") == 0)
{
if (stricmp(item, "WEAPONS") == 0)
{
p->gold -= prices[wep - 1];
}
}
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ }
}
else if (stricmp(cmd, "SELL" ) == 0)
{
notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
}
}
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ return;
+ }
}
void do_inventory(char *u)
{
notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to check your inventory!");
return;
}
+ updateTS(user->stats);
showinventory(user, user);
}
void showinventory(aClient *from, aClient *to)
if (is_playing(from))
{
Pouch *p = &from->stats->inventory;
- notice(s_GameServ, nick, "Inventory for %s:", from->stats->name);
+ notice(s_GameServ, nick, "Inventory for %s:", from->stats->name.getString());
notice(s_GameServ, nick, " Healing Potions: %d", p->Healing());
notice(s_GameServ, nick, "Strength Potions: %d", p->Strength());
notice(s_GameServ, nick, " Defense Potions: %d", p->Defense());
aClient *user;
Player *p;
+
if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to go to the Tavern");
notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
return;
}
+
+ updateTS(user->stats);
p = user->stats;
+
if (!cmd)
{
notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary");
}
else if (stricmp(cmd, "LIST") == 0)
{
- notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "4. HP Potions for %ld Gold", 2300 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
- notice(s_GameServ, u, "By something will ya!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold",
+ 1000 * p->level * 4);
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold",
+ 2500 * p->level * 4);
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold",
+ 3000 * p->level * 4);
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold",
+ 2000 * p->level * 4);
+ notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
+ notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
}
else if (stricmp(cmd, "BUY") == 0)
{
char *chnum = strtok(NULL, " ");
- int num = stringtoint(chnum);
if (!chnum)
{
notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1");
return;
}
+ int num = stringtoint(chnum);
+
if (num < 1 || num > 4)
{
notice(s_GameServ, u, "Invalid Choice!");
notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "4. HP Potions for %ld Gold", 2300 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold",
+ 1000 * p->level * 4);
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold",
+ 2500 * p->level * 4);
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold",
+ 3000 * p->level * 4);
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold",
+ 2000 * p->level * 4);
notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
return;
switch(num)
{
case 1:
- price = (1000 * p->level) + (p->exp / 10);
+ price = (1000 * p->level * 4);
if (p->gold >= price)
{
notice(s_GameServ, u, "One healing potion coming right up!");
notice(s_GameServ, u, "You don't have enough gold!");
break;
case 2:
- price = (2050 * p->level) + (p->exp / 10);
+ price = 2500 * p->level * 4;
if (p->gold >= price)
{
notice(s_GameServ, u, "One strength boost coming right up!");
notice(s_GameServ, u, "You don't have enough gold!");
break;
case 3:
- price = (2000 * p->level) + (p->exp / 10);
+ price = 3000 * p->level * 4;
if (p->gold >= price)
{
notice(s_GameServ, u, "One defense boost coming right up!");
notice(s_GameServ, u, "You don't have enough gold!");
break;
case 4:
- price = (2300 * p->level) + (p->exp / 10);
+ price = 2000 * p->level * 4;
if (p->gold >= price)
{
notice(s_GameServ, u, "One HP Potion coming right up!");
notice (s_GameServ, u, "BANK BALANCE");
return;
}
-
- user = find(u);
- if (!is_playing(user))
+ else if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. Couldn't find your aClient. Contact a(n) %S "\
+ " admin for help");
+ log("Fatal Error. Couldn't find %s while executing do_bank()", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to use the bank!");
return;
}
- else if (stricmp(cmd, "BALANCE") == 0)
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You can't go to the bank during a fight!");
+ return;
+ }
+ updateTS(user->stats);
+ if (stricmp(cmd, "BALANCE") == 0)
{
showBankBalance(u);
return;
notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
return;
}
-
+ if (stringtoint(amount) < 0)
+ {
+ notice(s_GameServ, u, "Sorry. This bank is not licensed "\
+ "to handle such sums of cash, noble Lord.");
+ return;
+ }
p = user->stats;
if (stricmp(cmd, "DEPOSIT") == 0)
}
-void do_master(char *u)
+void do_dragon(char *u)
{
aClient *user;
- user = find(u);
- if (!user)
+ if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to fight the dragon!");
+ return;
+ }
else if (is_fighting(user))
{
- notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ notice(s_GameServ, u, "You are already in a fight. How will you fight the almighty dragon!?");
return;
}
else if (!isAlive(user->stats))
notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
return;
}
+ else if (user->stats->level < REALLEVELS)
+ {
+ notice(s_GameServ, u, "You fool! Only those strong enough "\
+ "to vanquish any foe should DARE fight the dragon!");
+ notice(s_GameServ, u, "To put it in terms you can understand: "\
+ "You are too weak. You must be Level %d!", REALLEVELS);
+ return;
+ }
+
+ updateTS(user->stats);
+
+ Player *p = user->stats;
+ p->fight = new Monster(&boss);
+ notice(s_GameServ, u, "You approach the dragon's lair cautiously.");
+ notice(s_GameServ, u, "The stench of sulfer fills the air as a "\
+ "deep, red fog rolls in. The air is filled with the "\
+ "heated mist of deadly fire from beyond the cave "\
+ "entrance.");
+ notice(s_GameServ, u, "You adjust your %s, tighten your grip on "\
+ "your %s, and venture into the hot, dark cave. "\
+ "You are surprised at the angle of descent as you climb "\
+ "lower and lower, deeper into the dragon's den.", armors[p->level - 1], weapons[p->level - 1]);
+ notice(s_GameServ, u, "You come to the end of the cave to find "\
+ "a tooth. It is a large tooth... bigger than your torso."\
+ " Suddenly the darkness lifts from the gleam of an eye "\
+ " staring into your soul! The eye is large... HUGE!");
+ notice(s_GameServ, u, "Just then you notice the eye begin to "\
+ "glare orange! The tooth is moving... but it is still too "\
+ "dark for you to make out.... THE DRAGON! You see it!");
+ display_monster(u);
+}
+
+void do_master(char *u)
+{
+ aClient *user;
+
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to see your master!");
return;
}
-
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
+ }
+
+ updateTS(user->stats);
+
char *cmd = strtok(NULL, " ");
Player *p = user->stats;
long int need = 0;
switch(p->level)
{
case 1:
- need = 100;
+ need = 200;
break;
case 2:
- need = 400;
+ need = 800;
break;
case 3:
- need = 1000;
+ need = 2000;
break;
case 4:
- need = 4000;
+ need = 8000;
break;
case 5:
- need = 10000;
+ need = 20000;
break;
case 6:
- need = 40000;
+ need = 80000;
break;
case 7:
- need = 100000;
+ need = 200000;
break;
case 8:
- need = 400000;
+ need = 800000;
break;
case 9:
- need = 1000000;
+ need = 2000000;
break;
case 10:
- need = 4000000;
+ need = 8000000;
break;
case 11:
- need = 10000000;
+ need = 20000000;
break;
- case 12:
+
+ case REALLEVELS:
need = p->exp + 1;
- notice(s_GameServ, u, "You are at level 12. You are the master. What's left? The DRAGON!");
+ notice(s_GameServ, u, "You are at level %d. You are the master. What's left? The DRAGON!", REALLEVELS);
+ return;
break;
default:
need = p->exp + 1; // Unknown level... don't let them fight a fake master!
see_master(u);
}
else
- notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.", masters[p->level - 1]->name, (need - p->exp));
+ notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.",
+ masters[p->level - 1]->name.getString(), (need - p->exp));
return;
}
else if (stricmp(cmd, "QUESTION") == 0)
{
if (p->exp >= need)
- notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.", masters[p->level - 1]->name);
+ notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.",
+ masters[p->level - 1]->name.getString());
else
- notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!", masters[p->level - 1]->name, p->name);
+ notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!",
+ masters[p->level - 1]->name.getString(), p->name.getString());
return;
}
{
ListNode <aClient> *it;
Player *p;
-
- it = players.First();
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
while (it)
{
refresh(p);
it = it->Next();
}
+ }
}
void refresh(Player *p)
log("Error: aClient not found: %s", u);
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!isAdmin(user))
{
notice(s_GameServ, u, "You must be a %S admin to use this command!");
notice(s_GameServ, u, "Refreshing everyone's stats!");
refreshall();
}
- else if ((user = findbyrealnick(nick)))
+ else if ((user = findplayer(nick)))
{
if (is_playing(user))
{
ListNode <aClient> *it;
Player *p;
- it = players.First();
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
while (it)
{
reset(p);
it = it->Next();
}
+ }
}
void reset(Player *p)
{
+ myString *myname;
+ myname = new myString(p->name);
+
if (!p)
return;
p->reset();
+ p->name = *myname;
+
+ delete myname;
+}
+
+void updateTS(Player *p)
+{
+ if (!p)
+ return;
+
+ #ifdef DEBUGMODE
+ log("Old timestamp for %s: %ld", p->name.getString(), p->lastcommand);
+ #endif
+ p->lastcommand = time(NULL);
+ #ifdef DEBUGMODE
+ log("New timestamp for %s: %ld", p->name.getString(), p->lastcommand);
+ #endif
+
+}
+
+bool timedOut(Player *p)
+{
+ if (!p)
+ return false;
+ else if (p->lastcommand == 0)
+ return false;
+ else
+ {
+ if ((time(NULL) - p->lastcommand) >= maxidletime)
+ return true;
+
+ return false;
+ }
+}
+
+void timeOutEvent(Player *p)
+{
+ aClient *user = findplayer(p->name.getString());
+
+ if (!user || !p->client) // then they're not playing
+ return;
+
+ char *nick = user->getNick();
+
+ if (player_fight(user) && isYourTurn(p))
+ {
+ // Check to see if they were the idler or if it was the other
+ // person
+ if (p->lastcommand != p->battle->stats->lastcommand)
+ {
+ // This person's last command was given earlier,
+ // so this person is the idler
+ notice(s_GameServ, nick, "You timed out "\
+ "during a fight. You lose your turn!");
+ notice(s_GameServ, p->battle->getNick(),
+ "%s hesitated for too long. Your move.", p->name.getString());
+ clearYourTurn(p);
+ setYourTurn(p->battle->stats);
+
+ // Update the TS for both players to give them another
+ // Chance to wake up, but if the other player doesn't
+ // Attack now, they both get logged out.
+ updateTS(p);
+ p->battle->stats->lastcommand = p->lastcommand;
+ display_players(p->battle);
+ return;
+ }
+ else
+ {
+ notice(s_GameServ, p->battle->getNick(),
+ "You and %s timed out at the same time."\
+ " Don't fight if you're just going to "\
+ "sit there!", p->name.getString());
+ notice(s_GameServ, user->getNick(),
+ "You and %s timed out at the same time."\
+ " Don't fight if you're just going to "\
+ "sit there!", p->battle->stats->name.getString());
+ logout(p->battle);
+ logout(user);
+ return;
+ }
+ }
+ else if (!player_fight(user))
+ {
+ if (isAlive(user->stats) && user->stats->gold > 0)
+ {
+ // Place fun stuff here :)
+ int randnum = 1 + rand() % 100; // 1-100
+ #define GSN(s) notice(s_GameServ, nick, s)
+ #define GSN2(s, f) notice(s_GameServ, nick, s, f)
+
+ if (randnum < 50)
+ {
+ // 35-100% of your gold goes pffft - kain
+ int stolen = (35 + (rand() % 66)) * user->stats->gold / 100;
+
+ GSN("You stop for a moment to rest on the "\
+ "street corner. All of a sudden, you "\
+ "are ambushed from all sides by a hoarde "\
+ "of knife wielding thugs.");
+ GSN2("The thugs beat you into utter submission "\
+ "and steal %d gold from you!", stolen);
+ user->stats->gold -= stolen;
+ }
+ else if (randnum >= 50 && randnum < 75)
+ {
+ // 25-65% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 41)) * user->stats->gold / 100;
+ GSN("While dilly dallying around, you lose "\
+ "your sense of time. Little did you know, "\
+ "but thieves lifted your gold while you "\
+ "weren't watching.");
+ GSN2("Better luck next time... you lose %d gold", stolen);
+ user->stats->gold -= stolen;
+ }
+ else if (randnum >= 75)
+ {
+ // 25-75% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 51)) * user->stats->gold / 100;
+ GSN("Good grief! A gaggle of gooey green ghostlike "\
+ "goblins grabbed your gold!");
+ GSN2("They stole %d gold from you!", stolen);
+ user->stats->gold -= stolen;
+ }
+ }
+
+ // Always log out the user
+ logout(user);
+ }
}
void do_reset(char *u)
notice(s_GameServ, u, "You must be a %S admin to use this command!");
return;
}
+
if (!nick)
{
notice(s_GameServ, u, "SYNTAX: RESET {ALL | NICK}");
notice(s_GameServ, u, "Resetting everyone's stats!");
resetall();
}
- else if ((user = findbyrealnick(nick)))
+ else if ((user = findplayer(nick)))
{
if (is_playing(user))
{
}
else
{
- #ifdef P10
- notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
- #else
- notice(s_GameServ, u, "%s is not playing.", user->getNick());
- #endif
+ notice(s_GameServ, u, "Resetting %s", user->stats->name.getString());
+ reset(user->stats);
}
}
else
notice(s_GameServ, u, "Error: aClient not found. Contact %S admin.");
return;
}
+
if (!pass)
{
notice(s_GameServ, u, "SYNTAX: \ 2ADMIN\ 2 \ 2\1fpassword\1f\ 2");
}
}
+bool load_levels()
+{
+ char *filename;
+ filename = new char[256];
+
+ for (int x = 1; x <= LEVELS; x++)
+ {
+ sprintf(filename, "data/levels/level%d.dat", x);
+ if (levels[x - 1].loadLevel(filename) == false)
+ return false;
+ }
+
+ delete []filename;
+ return true;
+}
bool load_monsters()
{
+ char *filename;
ifstream infile;
- infile.open("monsters.dat");
-
char *buf;
+ buf = new char[2048];
- if (infile.fail())
+ for (int level = 1; level <= LEVELS; level++)
+ {
+ filename = new char[256];
+ sprintf(filename, "data/monsters/level%d.dat", level);
+ infile.open(filename);
+
+ if (!infile)
{
- log("Error opening monsters.dat");
+ log("Error opening %s", filename);
return false;
}
- init_monsters();
- buf = new char[2048];
#ifdef DEBUGMODE
- log("Loading monsters from monsters.dat");
+ log("Loading monsters from %s", filename);
#endif
- for (int l = 0; l < REALLEVELS; l++)
- {
- for (int m = 0; m < MONSTERS;)
+ while (infile.getline(buf, 2048))
{
- infile.getline(buf, 2048);
+ if (buf[0] == '^')
+ break;
if (buf[0] == '\n' || buf[0] == '\0' || buf[0] == '#')
continue;
- else
- {
- strcpy(monsters[l][m]->name, strtok(buf, "~"));
- strcpy(monsters[l][m]->weapon, strtok(NULL, "~"));
- monsters[l][m]->strength = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->gold = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->exp = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->maxhp = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->hp = monsters[l][m]->maxhp;
- strcpy(monsters[l][m]->death, strtok(NULL, ""));
- m++;
- }
+ Monster *temp;
+ temp = new Monster;
+
+ temp->name = strtok(buf, "~");
+ temp->weapon = strtok(NULL, "~");
+ temp->death = strtok(NULL, "~");
+
+ levels[level - 1].monsters.insertAtBack_RLN(temp);
+ delete temp;
}
+ delete [] filename;
+ infile.close();
}
delete [] buf;
return true;